veloren_voxygen/audio/sfx/event_mapper/combat/
mod.rs1use crate::{
4 AudioFrontend,
5 audio::sfx::{SFX_DIST_LIMIT_SQR, SfxEvent, SfxTriggerItem, SfxTriggers},
6 scene::{Camera, Terrain},
7};
8
9use super::EventMapper;
10
11use client::Client;
12use common::{
13 comp::{
14 CharacterAbilityType, CharacterState, Inventory, Pos, inventory::slot::EquipSlot,
15 item::ItemKind,
16 },
17 terrain::TerrainChunk,
18};
19use common_state::State;
20use hashbrown::HashMap;
21use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
22use std::time::{Duration, Instant};
23
24#[derive(Clone)]
25struct PreviousEntityState {
26 event: SfxEvent,
27 time: Instant,
28 weapon_drawn: bool,
29}
30
31impl Default for PreviousEntityState {
32 fn default() -> Self {
33 Self {
34 event: SfxEvent::Idle,
35 time: Instant::now(),
36 weapon_drawn: false,
37 }
38 }
39}
40
41pub struct CombatEventMapper {
42 event_history: HashMap<EcsEntity, PreviousEntityState>,
43}
44
45impl EventMapper for CombatEventMapper {
46 fn maintain(
47 &mut self,
48 audio: &mut AudioFrontend,
49 state: &State,
50 player_entity: specs::Entity,
51 camera: &Camera,
52 triggers: &SfxTriggers,
53 _terrain: &Terrain<TerrainChunk>,
54 _client: &Client,
55 ) {
56 let ecs = state.ecs();
57
58 let cam_pos = camera.get_pos_with_focus();
59
60 for (entity, pos, inventory, character) in (
61 &ecs.entities(),
62 &ecs.read_storage::<Pos>(),
63 ecs.read_storage::<Inventory>().maybe(),
64 ecs.read_storage::<CharacterState>().maybe(),
65 )
66 .join()
67 .filter(|(_, e_pos, ..)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
68 {
69 if let Some(character) = character {
70 let sfx_state = self.event_history.entry(entity).or_default();
71
72 let mapped_event = inventory.map_or(SfxEvent::Idle, |inv| {
73 Self::map_event(character, sfx_state, inv)
74 });
75
76 if Self::should_emit(sfx_state, triggers.get_key_value(&mapped_event))
78 && let Some(player_pos) = state.read_component_copied::<Pos>(player_entity)
79 {
80 let sfx_trigger_item = triggers.get_key_value(&mapped_event);
81 audio.emit_sfx(sfx_trigger_item, pos.0, None, player_pos.0);
82 sfx_state.time = Instant::now();
83 }
84
85 sfx_state.event = mapped_event;
88 sfx_state.weapon_drawn = Self::weapon_drawn(character);
89 }
90 }
91
92 self.cleanup(player_entity);
93 }
94}
95
96impl CombatEventMapper {
97 pub fn new() -> Self {
98 Self {
99 event_history: HashMap::new(),
100 }
101 }
102
103 fn cleanup(&mut self, player: EcsEntity) {
109 const TRACKING_TIMEOUT: u64 = 10;
110
111 let now = Instant::now();
112 self.event_history.retain(|entity, event| {
113 now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
114 || entity.id() == player.id()
115 });
116 }
117
118 fn should_emit(
123 previous_state: &PreviousEntityState,
124 sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
125 ) -> bool {
126 if let Some((event, item)) = sfx_trigger_item {
127 if &previous_state.event == event {
128 previous_state.time.elapsed().as_secs_f32() >= item.threshold
129 } else {
130 true
131 }
132 } else {
133 false
134 }
135 }
136
137 fn map_event(
138 character_state: &CharacterState,
139 previous_state: &PreviousEntityState,
140 inventory: &Inventory,
141 ) -> SfxEvent {
142 let equip_slot = character_state
143 .ability_info()
144 .and_then(|ability| ability.hand)
145 .map_or(EquipSlot::ActiveMainhand, |hand| hand.to_equip_slot());
146
147 if let Some(item) = inventory.equipped(equip_slot) {
148 if let ItemKind::Tool(data) = &*item.kind() {
149 if character_state.is_attack() {
150 return SfxEvent::Attack(
151 CharacterAbilityType::from(character_state),
152 data.kind,
153 );
154 } else if character_state.is_music() {
155 if let Some(ability_spec) = item
156 .ability_spec()
157 .map(|ability_spec| ability_spec.into_owned())
158 {
159 return SfxEvent::Music(data.kind, ability_spec);
160 }
161 } else if let Some(wield_event) = match (
162 previous_state.weapon_drawn,
163 Self::weapon_drawn(character_state),
164 ) {
165 (false, true) => Some(SfxEvent::Wield(data.kind)),
166 (true, false) => Some(SfxEvent::Unwield(data.kind)),
167 _ => None,
168 } {
169 return wield_event;
170 }
171 }
172 }
174
175 SfxEvent::Idle
176 }
177
178 fn weapon_drawn(character: &CharacterState) -> bool {
183 character.is_wield() || matches!(character, CharacterState::Equipping { .. })
184 }
185}
186
187#[cfg(test)] mod tests;